Coverage 1 means that the planet has an opaque cloud layer, and SE uses optimization - the surface and water of such planet is not being generated and rendered while you are above clouds, this saves memory, loading time and framerate.

Quote (Salvo)

Does it impacts on performance?

This is a generation shader, it is used only for generation of textures when they appear the first time, not for rendering. So it affects generation time, not performance.

Coverage 1 means that the planet has an opaque cloud layer, and SE uses optimization - the surface and water of such planet is not being generated and rendered while you are above clouds, this saves memory, loading time and framerate.

DoctorOfSpace, you completely remove the using GetCloudsColor() function, this is why opaque clouds becomes black and white. And on desert planets, clouds would be only white, not of yellow or red dust color. Alsp, you remove the using of cloudsCoverage parameter - it is impossible to control clouds density by this value now. And, copying the HeightMapClouds() function from tg_clouds_height.glsl is not neccessary, its value is cached in the NormalMap texture's alpha channel (.a or .w component).

So I found a better solution to making clouds more "soft" - mode cloudsCoverage to the tg_clouds_height.glsl shader and remove saturate() function from tg_clouds_color.glsl. Download the new shaders in the attachment, and extract them to the \data\shaders folder.